I'm currently creating a voxel game like Minecraft. To display the damage of blocks, I want to combine the alpha channel of one part of my texture map with the actual texture (like Minecraft does), ...

I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong.
I'm new to ...

I'm trying to get some particles to work properly - they should blend among themselves but not with the background color. For this I'm using additive blending, textures with premultipled alpha and set ...

I am trying to achieve additive blending with point sprites. When the sprites overlap, all I get is solid red, when I expect to get a smooth blend from red->yellow->white. My sprite texture has all ...

Using OpenGL1.1 (sadly) I'm trying to draw a cube, which is colored and alpha blended. It is instead showing up as opaque black. Even without including alpha in the color it still shows up as opaque ...

In general, I know of five ways to make use of blending functions (these are for OpenGL, but replace glBlendFunc() with SetRenderState(D3DRS_SRCBLEND) and SetRenderState(D3DRS_DESTBLEND) for DirectX):
...

I have a set of 3D points that I need to "blend" between. Lets say I have points [A,B,C] and I have the amount I want to blend each as [0.5, 0.2, 0.8], how can I blend between these points with the ...

I have a set of 3D points that I need to "blend" between. Lets say I have points [A,B,C] and I have the amount I want to blend each as [0.5, 0.2, 0.8], how can I blend between these points with the ...

I am making a "halo" shader in unity using GLSL. And I've come to a roadblock.
What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I ...

I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel ...

I'm sure there are articles around on this but I'm not really sure what they are called.
animation blending tends to give me the blend between two different complete animation such as walk and run.
...

I'm experiencing a strange problem using OpenGL SampleAlphaToCoverage mode. There are rendering artifacts when using alpha-blending on pixels that have been rendered using alpha-to-coverage - and I ...

I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can ...

In a 3D game i have large no. of trees with alpha value.
What is the efficient way to draw all?
What i tried is Taking every tree as a object and draw according to its z value and using billboarding. ...

I know Game Maker's surfaces exist in XNA (It's more the othe way around, XNA's surfaces exist in Game Maker), same thing for blend modes, since (I think) they both use DirectX.
This is the question: ...

So, I'm working with OpenGL (I'm not exactly sure of the version), and I want to do an old-style lighting setup by essentially drawing a black rectangle over the screen, and drawing white circles over ...